L L4D2node

CBaseRopePhysics::SetupSimulation

0x00593580 · 41 bytes · __thiscall

_ZN16CBaseRopePhysics15SetupSimulationEfPN14CSimplePhysics7IHelperE

Decompiled

undefined (3 params)

/* CBaseRopePhysics::SetupSimulation(float, CSimplePhysics::IHelper*) */

void __thiscall
CBaseRopePhysics::SetupSimulation(CBaseRopePhysics *this,float param_1,IHelper *param_2)

{
  ResetSpringLength(this,param_1);
  *(IHelper **)(this + 4) = param_2;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)